Potential

Potential

Re: Potential Posted by DrGlass on Mon Feb 14th 2005 at 9:59am
DrGlass
1825 posts
Posted 2005-02-14 9:59am
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Looking good so far on the layout.

The rooms seem emply and bare. decals and overlyas will help break up textures and props will add some depth. Use the google image serch and look for underground sewers or buildings. Try looking up silo pictures, your map seems alot like a cold war era silo.
Re: Potential Posted by Bobv on Sat Feb 19th 2005 at 8:06pm
Bobv
198 posts
Posted 2005-02-19 8:06pm
Bobv
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198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
This is a map i'm working on, with a relatively new concept (CTF with
one ball... kinda...) see the map description for more info

it's my second map, and while it is a big improvement over my first, it still needs plenty of work.

Feel free to comment on it, constructive critisism and helpful comments are preffered over "LOL SUXXOR" comments
Re: Potential Posted by Addicted to Morphine on Sat Feb 19th 2005 at 8:45pm
Posted 2005-02-19 8:45pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
hey bobv,

i really like the variations on architecture. the distinct visual
style of each area should make it easy to learn the layout of the
map. I particularly like the shadows and geometry in the ball
room. that being said, i think the map is too dark right
now. not to say that every area should be brightly lit, but while
keeping the lighting low enough to preserve the mood, i think you
should brighten each shot up a bit with a couple additional lights, or
just increase the brightness of the existing lights. it seems
like it would be hard to make out friend or foe in those dark corridors
(especially the sewer type area and the second shot).

this is outstanding for a second map, and i'd like to see more
development of this map. how exactly would the one ball ctf style
work? kind of like push?

any large open areas planned for this map?
Re: Potential Posted by Cassius on Sat Feb 19th 2005 at 9:37pm
Cassius
1989 posts
Posted 2005-02-19 9:37pm
Cassius
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
Coulda sworn it was HL1 :sad:
Re: Potential Posted by Campaignjunkie on Sat Feb 19th 2005 at 10:29pm
Campaignjunkie
1309 posts
Posted 2005-02-19 10:29pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
I agree. You need to throw a "crapload" of static props in there. It
looks really bare, undetailed, and featureless at the moment. Plus,
there's no physics props to throw around. I also thought it was HL1. :-\
Re: Potential Posted by Bobv on Sat Feb 19th 2005 at 10:53pm
Bobv
198 posts
Posted 2005-02-19 10:53pm
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
I agree. You need to throw a "crapload" of static props in there. It
looks really bare, undetailed, and featureless at the moment. Plus,
there's no physics props to throw around. I also thought it was HL1. :-
hmm i put in some pretty piping but it took the FPS down.... is there some magic way to put in models?
Re: Potential Posted by Orpheus on Sat Feb 19th 2005 at 11:06pm
Orpheus
13860 posts
Posted 2005-02-19 11:06pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Cassius</DIV>
<DIV class=quotetext>Coulda sworn it was HL1 :sad: </DIV></DIV>

still a solid beginning IMO, even if it looks built for the old engine.
/me likes
Re: Potential Posted by Bobv on Sun Feb 20th 2005 at 4:30am
Bobv
198 posts
Posted 2005-02-20 4:30am
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
Ok so you guys think i should put in props?

There are plenty of pipe models that would look nice under the grate of the tunnels....
Re: Potential Posted by Tracer Bullet on Sun Feb 20th 2005 at 5:07am
Tracer Bullet
2271 posts
Posted 2005-02-20 5:07am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
You also ought to spice up the lighting. You don't appear to have any glow, dustmote, or lightbeam effects. I also don't think you are making good enough use of spotlights (I always seem say that)

On the model issue, don't just chuck a bunch of models in because we said so. What you need is detail, not just a bunch of models. They need to fit your theme and blend well with your brushwork. One of the great things about HL2-SP was that it was hard to tell where brushes became models or vis-versa because they matched so well.

I think you have some room for more brush-based detail as well if there are no models that really fit. Most of your spaces seem kind of smallish and as such lacking in detail even for a HL-1 map.

All that said, do not make the mistake of generating clutter! Nothing is more irritating than a map that has so many models tossed about that it is hard to navigate.
Re: Potential Posted by Bobv on Tue Feb 22nd 2005 at 4:13pm
Bobv
198 posts
Posted 2005-02-22 4:13pm
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
Well, i updated the lighting and Tracer Bullet was very right, the map
looks prettier. I think the middle lights need beams of light, but i'm
not sure how to do that atm. I probably will put some pipes under the
grates of the tunnels or something.